Tonk

Season:
Forgotten Realms
Race:
Half-Orc
Class:
Fighter 1
Background:
Soldier
Lifestyle:
Modest
Current Level:
16
Total GP:
11579
Total Downtime:
85
Tag:
Faction:
None
Faction Rank:
Seasoned (rank 3)
Magic Item Count:
62
Magic Item Limit:
6
Ordine Sage’s Robes (Robe of Useful Items),
Shield of the Moon,
Torag’s Hammer (warhammer+1),
Auntie Sue’s Broom (broom of flying),
Hat of Vermin,
Moon Strike, Short Bow +1,
Instrument of Illusions,
bag of holding,
Javelin of Lightning,
Boots of False Tracks,
Necklace of Fireballs,
Lantern of Revealing,
Sending Stones,
Cloak of Displacement,
Flame Tongue Longsword,
Blessing of Protection,
+1 Chain Mail,
Goggles of Night,
Stone of Good Luck,
Boots of Striding and Springing,
Ring of Protection,
Ring of Spell Storing,
Armor of Vulnerability,
Bracers of Defense,
Giant Slayer,
Folding Boat,
Eyes of Minute Seeing,
Periapt of Proof against Poison,
Demon Skin,
Iggwilv's Horn,
Tasha's Creeping Keelboat,
Astromancy Archive,
Dread Helm,
Deck of Illusions (28 Cards),
Raven Queens Necklace of Prayer Beads (6 Beads),
Ring of Telekinesis,
Bronze Griffon Figurine of Wondrous Power,
Mace of Terror,
Rope of Entanglement,
Dwarven Plate Armor,
Brazier of Commanding Fire Elementals,
Belt of Dwarvenkind,
Cli Lyre,
Shadowfell Ornithopter (Carpet of Flying),
Lichen Mantle (Cloak of Billowing),
Amulet of Proof Against Detection and Location,
Candle of Invocation,
Dwarven Thrower,
Cube of Force,
Daern's Instant Fortress,
Cape of the Mountebank,
Belt of Dwarvenkind,
Vicious Trident,
Ring of Resistance (Lightning),
Ring of X Ray Vision,
Animated Shield,
Dwarven Half Plate,
Ring of Resistance (Acid),
Staff of Withering,
+2 Longbow,
Wand of Polymorph,
Horn of Blasting

Log Entries

Date Played Adventure Title Session Levels GP ▼ Downtime Magic Items
2024-10-07 11:21 Catching up 1 -10 Show

Level up to level 11

2025-01-22 18:52 Trade Log -5 Thenturian Circlet (Circlet of Blasting) > Amulet of Proof Against Detection and Location Show Trade Log

Traded with Thoran

2025-01-15 22:59 Catching up 2 -20 Show

Level up to level 15

2023-04-03 22:59 Trade Log -5 Ward of the Martyr > Javelin of Lightning Show Trade Log

Traded with Zylak Elandar

2023-08-23 22:35 Trade Log -5 Amarantha’s Heart (Dark Shard Amulet) > Hat of Wizardry Show Trade Log

Traded with Indigo

2023-08-23 22:59 Trade Log -5 Hat of Wizardry > Boots of False Tracks Show Trade Log

Traded with Thar

2024-03-24 02:34 Trade Log -5 Necklace of Prayer Beads > Flame Tongue Longsword Show Trade Log

Traded with Zanshin

2024-03-26 10:56 Catching up 1 -10 Show
2024-10-10 00:23 Trade Log -5 Instrument of the Bards (Cli Lyre) > Belt of Dwarvenkind Show Trade Log

Traded with Partina

2024-05-11 10:07 Trade Log -5 Wand of the War Mage +2 > Astromancy Archive Show Trade Log

Traded with Indigo

2024-03-27 18:30 TftYP: White Plume Mountain 1 1 14357 10 Blessing of Protection, +1 Chain Mail, Goggles of Night, Stone of Good Luck, Boots of Striding and Springing, Ring of Protection, Ring of Spell Storing, Wand of the War Mage +2, Armor of Vulnerability Show

Consumables:
+ 1x potion of flying
+ spellscroll of fear
+ spellscroll of hold person
+ Potion of Mind Reading
+ Spell Scrolls Conjure minor Elementals
+ Dispel Magic
+ magic mouth
+ 5x rare consumables: 2 x potion of heroism, 2 x potion of invulnerability, 1 x potion of fire giant strength
+ Scroll protection against fiends
+ Potion of greater healing
+

Blessing of Protection

At level 17 claim one of:

Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.
Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.
The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god.
Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.
Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.
Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.
Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.

2024-10-08 19:00 DDHC-KftGV-13 Fire and Darkness 1 1 10857 10 Ring of Telekinesis, Bronze Griffon Figurine of Wondrous Power, Mace of Terror, Rope of Entanglement, Dwarven Plate Armor, Brazier of Commanding Fire Elementals, Instrument of the Bards (Cli Lyre) Show

Consumables:
- 3 Potions of greater Healing
+ Potion of Fire Resistance
+ Midnight Tears Poison
A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
+ Feuerwein (Im Wasserschlauch)
The ruby liquid is firewine imported from the City of Brass. Any creature that drinks the wine gains 15 temporary hit points. The creature must finish a long rest before it can gain this benefit again.

2025-02-08 19:00 DDHC-CM-16 Alkazar's Apendix 1 9700 10 Candle of Invocation, Dwarven Thrower, Cube of Force, Daern's Instant Fortress, Cape of the Mountebank, Belt of Dwarvenkind, Vicious Trident, Ring of Resistance (Lightning), Ring of X Ray Vision, Animated Shield, Dwarven Half Plate, Ring of Resistance (Acid), Staff of Withering, +2 Longbow, Wand of Polymorph, Horn of Blasting Show

Consumables:
- 1 potion of superior healing
+ Spell scroll wish

Charm:
Charm of the Mirage
This charm allows you to cast the Hallucinatory Terrain spell (save DC 15) as an action. Once used, this charm vanishes from you.

2024-09-27 21:00 FR-DC-CTT Creepy Tavern Tales 1 1 1667 10 Dread Helm, Raven Queens Necklace of Prayer Beads (6 Beads), Deck of Illusions (28 Cards) Show

Charm of Nine Lives
When you drop to 0 hit points as a result of taking damage, you can choose to drop to 1 hit point instead. Once used nine times, the charm goes away.

2024-11-19 19:00 DDHC-CM-12 The Curious Tale of Wisteria Vale 1 1 1437 10 Cli Lyre Show

Consumables:
+ Dust of Disappearance

2024-03-23 19:00 Keys from the Golden Vault - Masterpiece Imbroglio 1 1 1264 10 Necklace of Fireballs, Lantern of Revealing, Necklace of Prayer Beads, Sending Stones, Cloak of Displacement Show

Consumables:
- Potion of Healing

2024-04-10 19:00 Descent into the Lost Caverns of Tsojcanth 1 1 842 10 Bracers of Defense, Giant Slayer, Folding Boat, Eyes of Minute Seeing, Periapt of Proof against Poison, Demon Skin, Iggwilv's Horn, Tasha's Creeping Keelboat Show

Consumables:
- 3 Potions of Healing
+ 20 Silvered Arrows
+ Potion of Polychromy

2023-01-11 19:00 CCC-TAROT-0106 Lies in the Moonlight 1 90 10 Moon Strike, Short Bow +1, Instrument of Illusions Show

Story Award: Tarot of Fate (Death) Inverted
Against her wishes, you have intervened in Kaireri Moongleam’s life. Whether this will help or hinder Thentia in the troubles that the Fates have placed against the city, only time will tell.

Story Award: Tarot des Schicksals (Tod) Umgekehrt
Gegen ihren Willen habt ihr in das Leben von Kaireri Moongleam eingegriffen. Ob dies Thentia in den Schwierigkeiten, die das Schicksal über die Stadt verhängt hat, helfen oder behindern wird, wird die Zeit zeigen.

Consumables:
+ potion of healing

2023-02-14 19:00 CCC-TAROT-01-07 The Seat of the Ruler 2 1 75 10 Amarantha’s Heart (Dark Shard Amulet) , bag of holding, Thenturian Circlet (Circlet of Blasting) Show

Story Award: Tarot of Fate (Emperor) Upright

You have followed the expectations and order of things - by protecting all of the voters, candidates, and people of Thentia, you have proven that you are able to maintain the law of the land. Law and Order prevail...

Story Award: Tarot des Schicksals (Kaiser) Aufrecht
Du hast die Erwartungen und die Ordnung der Dinge befolgt - indem du alle Wähler, Kandidaten und Menschen in Thentia beschützt hast, hast du bewiesen, dass du in der Lage bist, das Gesetz des Landes aufrechtzuerhalten. Recht und Ordnung herrschen...

2022-12-28 19:00 CCC-TAROT-0105 The Lost Apprentice 1 60 10 Auntie Sue’s Broom (broom of flying), Hat of Vermin Show

Story Award: The Chariot (Upright).

You were confident in your decision to go straight to deal with the hag threat, despite being hired to return Ash to Thentia immediately. Fate may disagree, and only time will tell.

Story Award: The Chariot (Aufrecht).

Du warst zuversichtlich in deiner Entscheidung, dich direkt um die Bedrohung durch die Hexe zu kümmern, obwohl du den Auftrag hattest, Ash sofort nach Thentia zurückzubringen. Das Schicksal mag anderer Meinung sein, und nur die Zeit wird es zeigen.

Date Played Adventure Title Tier Session ACP TCP Downtime Renown
2024-10-07 11:21 Catching up -10 Show

Level up to level 11

2025-01-22 18:52 Trade Log -5 Show Trade Log

Traded with Thoran

2025-01-15 22:59 Catching up -20 Show

Level up to level 15

2023-04-03 22:59 Trade Log -5 Show Trade Log

Traded with Zylak Elandar

2023-08-23 22:35 Trade Log -5 Show Trade Log

Traded with Indigo

2023-08-23 22:59 Trade Log -5 Show Trade Log

Traded with Thar

2024-03-24 02:34 Trade Log -5 Show Trade Log

Traded with Zanshin

2024-03-26 10:56 Catching up -10 Show
2024-10-10 00:23 Trade Log -5 Show Trade Log

Traded with Partina

2024-05-11 10:07 Trade Log -5 Show Trade Log

Traded with Indigo

2024-03-27 18:30 TftYP: White Plume Mountain 1 10 Show

Consumables:
+ 1x potion of flying
+ spellscroll of fear
+ spellscroll of hold person
+ Potion of Mind Reading
+ Spell Scrolls Conjure minor Elementals
+ Dispel Magic
+ magic mouth
+ 5x rare consumables: 2 x potion of heroism, 2 x potion of invulnerability, 1 x potion of fire giant strength
+ Scroll protection against fiends
+ Potion of greater healing
+

Blessing of Protection

At level 17 claim one of:

Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.
Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.
The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god.
Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.
Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.
Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.
Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.

2024-10-08 19:00 DDHC-KftGV-13 Fire and Darkness 1 10 Show

Consumables:
- 3 Potions of greater Healing
+ Potion of Fire Resistance
+ Midnight Tears Poison
A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
+ Feuerwein (Im Wasserschlauch)
The ruby liquid is firewine imported from the City of Brass. Any creature that drinks the wine gains 15 temporary hit points. The creature must finish a long rest before it can gain this benefit again.

2025-02-08 19:00 DDHC-CM-16 Alkazar's Apendix 1 10 Show

Consumables:
- 1 potion of superior healing
+ Spell scroll wish

Charm:
Charm of the Mirage
This charm allows you to cast the Hallucinatory Terrain spell (save DC 15) as an action. Once used, this charm vanishes from you.

2024-09-27 21:00 FR-DC-CTT Creepy Tavern Tales 1 10 Show

Charm of Nine Lives
When you drop to 0 hit points as a result of taking damage, you can choose to drop to 1 hit point instead. Once used nine times, the charm goes away.

2024-11-19 19:00 DDHC-CM-12 The Curious Tale of Wisteria Vale 1 10 Show

Consumables:
+ Dust of Disappearance

2024-03-23 19:00 Keys from the Golden Vault - Masterpiece Imbroglio 1 10 Show

Consumables:
- Potion of Healing

2024-04-10 19:00 Descent into the Lost Caverns of Tsojcanth 1 10 Show

Consumables:
- 3 Potions of Healing
+ 20 Silvered Arrows
+ Potion of Polychromy

2023-01-11 19:00 CCC-TAROT-0106 Lies in the Moonlight 1 10 Show

Story Award: Tarot of Fate (Death) Inverted
Against her wishes, you have intervened in Kaireri Moongleam’s life. Whether this will help or hinder Thentia in the troubles that the Fates have placed against the city, only time will tell.

Story Award: Tarot des Schicksals (Tod) Umgekehrt
Gegen ihren Willen habt ihr in das Leben von Kaireri Moongleam eingegriffen. Ob dies Thentia in den Schwierigkeiten, die das Schicksal über die Stadt verhängt hat, helfen oder behindern wird, wird die Zeit zeigen.

Consumables:
+ potion of healing

2023-02-14 19:00 CCC-TAROT-01-07 The Seat of the Ruler 2 10 Show

Story Award: Tarot of Fate (Emperor) Upright

You have followed the expectations and order of things - by protecting all of the voters, candidates, and people of Thentia, you have proven that you are able to maintain the law of the land. Law and Order prevail...

Story Award: Tarot des Schicksals (Kaiser) Aufrecht
Du hast die Erwartungen und die Ordnung der Dinge befolgt - indem du alle Wähler, Kandidaten und Menschen in Thentia beschützt hast, hast du bewiesen, dass du in der Lage bist, das Gesetz des Landes aufrechtzuerhalten. Recht und Ordnung herrschen...

2022-12-28 19:00 CCC-TAROT-0105 The Lost Apprentice 1 10 Show

Story Award: The Chariot (Upright).

You were confident in your decision to go straight to deal with the hag threat, despite being hired to return Ash to Thentia immediately. Fate may disagree, and only time will tell.

Story Award: The Chariot (Aufrecht).

Du warst zuversichtlich in deiner Entscheidung, dich direkt um die Bedrohung durch die Hexe zu kümmern, obwohl du den Auftrag hattest, Ash sofort nach Thentia zurückzubringen. Das Schicksal mag anderer Meinung sein, und nur die Zeit wird es zeigen.

Date Played Adventure Title Session XP GP ▼ Downtime Renown Magic Items
2024-10-07 11:21 Catching up -10 Show

Level up to level 11

2025-01-22 18:52 Trade Log -5 Thenturian Circlet (Circlet of Blasting) > Amulet of Proof Against Detection and Location Show Trade Log

Traded with Thoran

2025-01-15 22:59 Catching up -20 Show

Level up to level 15

2023-04-03 22:59 Trade Log -5 Ward of the Martyr > Javelin of Lightning Show Trade Log

Traded with Zylak Elandar

2023-08-23 22:35 Trade Log -5 Amarantha’s Heart (Dark Shard Amulet) > Hat of Wizardry Show Trade Log

Traded with Indigo

2023-08-23 22:59 Trade Log -5 Hat of Wizardry > Boots of False Tracks Show Trade Log

Traded with Thar

2024-03-24 02:34 Trade Log -5 Necklace of Prayer Beads > Flame Tongue Longsword Show Trade Log

Traded with Zanshin

2024-03-26 10:56 Catching up -10 Show
2024-10-10 00:23 Trade Log -5 Instrument of the Bards (Cli Lyre) > Belt of Dwarvenkind Show Trade Log

Traded with Partina

2024-05-11 10:07 Trade Log -5 Wand of the War Mage +2 > Astromancy Archive Show Trade Log

Traded with Indigo

2024-03-27 18:30 TftYP: White Plume Mountain 1 14357 10 Blessing of Protection, +1 Chain Mail, Goggles of Night, Stone of Good Luck, Boots of Striding and Springing, Ring of Protection, Ring of Spell Storing, Wand of the War Mage +2, Armor of Vulnerability Show

Consumables:
+ 1x potion of flying
+ spellscroll of fear
+ spellscroll of hold person
+ Potion of Mind Reading
+ Spell Scrolls Conjure minor Elementals
+ Dispel Magic
+ magic mouth
+ 5x rare consumables: 2 x potion of heroism, 2 x potion of invulnerability, 1 x potion of fire giant strength
+ Scroll protection against fiends
+ Potion of greater healing
+

Blessing of Protection

At level 17 claim one of:

Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.
Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.
The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god.
Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.
Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.
Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.
Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.

2024-10-08 19:00 DDHC-KftGV-13 Fire and Darkness 1 10857 10 Ring of Telekinesis, Bronze Griffon Figurine of Wondrous Power, Mace of Terror, Rope of Entanglement, Dwarven Plate Armor, Brazier of Commanding Fire Elementals, Instrument of the Bards (Cli Lyre) Show

Consumables:
- 3 Potions of greater Healing
+ Potion of Fire Resistance
+ Midnight Tears Poison
A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
+ Feuerwein (Im Wasserschlauch)
The ruby liquid is firewine imported from the City of Brass. Any creature that drinks the wine gains 15 temporary hit points. The creature must finish a long rest before it can gain this benefit again.

2025-02-08 19:00 DDHC-CM-16 Alkazar's Apendix 1 9700 10 Candle of Invocation, Dwarven Thrower, Cube of Force, Daern's Instant Fortress, Cape of the Mountebank, Belt of Dwarvenkind, Vicious Trident, Ring of Resistance (Lightning), Ring of X Ray Vision, Animated Shield, Dwarven Half Plate, Ring of Resistance (Acid), Staff of Withering, +2 Longbow, Wand of Polymorph, Horn of Blasting Show

Consumables:
- 1 potion of superior healing
+ Spell scroll wish

Charm:
Charm of the Mirage
This charm allows you to cast the Hallucinatory Terrain spell (save DC 15) as an action. Once used, this charm vanishes from you.

2024-09-27 21:00 FR-DC-CTT Creepy Tavern Tales 1 1667 10 Dread Helm, Raven Queens Necklace of Prayer Beads (6 Beads), Deck of Illusions (28 Cards) Show

Charm of Nine Lives
When you drop to 0 hit points as a result of taking damage, you can choose to drop to 1 hit point instead. Once used nine times, the charm goes away.

2024-11-19 19:00 DDHC-CM-12 The Curious Tale of Wisteria Vale 1 1437 10 Cli Lyre Show

Consumables:
+ Dust of Disappearance

2024-03-23 19:00 Keys from the Golden Vault - Masterpiece Imbroglio 1 1264 10 Necklace of Fireballs, Lantern of Revealing, Necklace of Prayer Beads, Sending Stones, Cloak of Displacement Show

Consumables:
- Potion of Healing

2024-04-10 19:00 Descent into the Lost Caverns of Tsojcanth 1 842 10 Bracers of Defense, Giant Slayer, Folding Boat, Eyes of Minute Seeing, Periapt of Proof against Poison, Demon Skin, Iggwilv's Horn, Tasha's Creeping Keelboat Show

Consumables:
- 3 Potions of Healing
+ 20 Silvered Arrows
+ Potion of Polychromy

2023-01-11 19:00 CCC-TAROT-0106 Lies in the Moonlight 1 90 10 Moon Strike, Short Bow +1, Instrument of Illusions Show

Story Award: Tarot of Fate (Death) Inverted
Against her wishes, you have intervened in Kaireri Moongleam’s life. Whether this will help or hinder Thentia in the troubles that the Fates have placed against the city, only time will tell.

Story Award: Tarot des Schicksals (Tod) Umgekehrt
Gegen ihren Willen habt ihr in das Leben von Kaireri Moongleam eingegriffen. Ob dies Thentia in den Schwierigkeiten, die das Schicksal über die Stadt verhängt hat, helfen oder behindern wird, wird die Zeit zeigen.

Consumables:
+ potion of healing

2023-02-14 19:00 CCC-TAROT-01-07 The Seat of the Ruler 2 75 10 Amarantha’s Heart (Dark Shard Amulet) , bag of holding, Thenturian Circlet (Circlet of Blasting) Show

Story Award: Tarot of Fate (Emperor) Upright

You have followed the expectations and order of things - by protecting all of the voters, candidates, and people of Thentia, you have proven that you are able to maintain the law of the land. Law and Order prevail...

Story Award: Tarot des Schicksals (Kaiser) Aufrecht
Du hast die Erwartungen und die Ordnung der Dinge befolgt - indem du alle Wähler, Kandidaten und Menschen in Thentia beschützt hast, hast du bewiesen, dass du in der Lage bist, das Gesetz des Landes aufrechtzuerhalten. Recht und Ordnung herrschen...

2022-12-28 19:00 CCC-TAROT-0105 The Lost Apprentice 1 60 10 Auntie Sue’s Broom (broom of flying), Hat of Vermin Show

Story Award: The Chariot (Upright).

You were confident in your decision to go straight to deal with the hag threat, despite being hired to return Ash to Thentia immediately. Fate may disagree, and only time will tell.

Story Award: The Chariot (Aufrecht).

Du warst zuversichtlich in deiner Entscheidung, dich direkt um die Bedrohung durch die Hexe zu kümmern, obwohl du den Auftrag hattest, Ash sofort nach Thentia zurückzubringen. Das Schicksal mag anderer Meinung sein, und nur die Zeit wird es zeigen.